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Messages - Ashiel

1
PSX FFT Hacking / Re: ASM Requests
April 10, 2019, 10:45:27 pm
I searched "MA" with the forum search tool and didn't see anything like this, so I thought I'd propose a few that hopefully others might find useful if someone could help me out with 'em (admittedly, ASM hacking is a bit intimidating at the moment).

New Formula Requests
All of the following formulas would ideally be unused or blank formulas in FFT Patcher, so as not to lose options.

Scaling Formulas
To reduce the need for having lots of different tier abilities (e.g cure 1, cure 2, cure 3, etc) and/or to scale more smoothly. I estimate them to work almost identically to Formula 5E with a few changes? For ease of viewing, I've color-coded the stats for the formulas to make them stand out a bit better.

Legend Heal, Dmg, CasterFaith, TargetFaith, PA, MA

MA Based Formulas
There's no scaling faith or healing formulas that I could find in FFTPatcher.

  • "Black Mage (Faith Based)" Dmg_(CasterFaith/100)*(TargetFaith/100)*(((MA+Y)/2)*MA)#Hit_X+1 Status ME

  • "Black Mage (None Faith)" Dmg_(((MA+Y)/2)*MA)#Hit_X+1 Status ME

  • "White Mage (Faith Based)" Heal_(CasterFaith/100)*(TargetFaith/100)*(((MA+Y)/2)*MA)#Hit_X+1 Status ME

  • "White Mage (None-Faith)" Heal_(((MA+Y)/2)*MA)#Hit_X+1 Status ME



PA/MA Based Formulas
There's not a lot of formulas for hybrid characters. To alleviate this I'd like to propose the following formulas.

  • "Paladin (Faith Based)" Heal_(CasterFaith/100)*(TargetFaith/100)*(((MA+Y)/2)*PA)#Hit_X+1 Status ME

  • "Paladin (None Faith)" Heal_(((MA+Y)/2)*PA)#Hit_X+1 Status ME

  • "War Mage (Faith Based)" Dmg_(CasterFaith/100)*(TargetFaith/100)*(((MA+Y)/2)*PA)#Hit_X+1 Status ME

  • "War Mage (None Faith)" Dmg_(((MA+Y)/2)*PA)#Hit_X+1 Status ME

  • "Red Mage (Faith Based)" Dmg_(CasterFaith/100)*(TargetFaith/100)*(((PA+Y)/2)*MA)#Hit_X+1 Status ME

  • "Red Mage (None Faith)" Dmg_(((PA+Y)/2)*MA)#Hit_X+1 Status ME

  • "Crusader (Faith Based)" Heal_(CasterFaith/100)*(TargetFaith/100)*(((PA+Y)/2)*MA)#Hit_X+1 Status ME

  • "Crusader (None Faith)" Heal_(((PA+Y)/2)*MA)#Hit_X+1 Status ME

2
Quote from: Elric on August 25, 2016, 12:14:04 am
Tactext sucks. Use Xif's FFT Text Editor.

http://ffhacktics.com/smf/index.php?topic=11204.0
I'll try it! Unfortunately, if it won't run in OpenOffice I'm just SOL. :P
3
Quote from: Emmy on January 03, 2016, 02:11:06 pm
This gives monsters the same skillset appearance they had before if given a standard monster skillset, but if you check under Act, they can use the standard attack command in addition to their primary set.  If you force equip a secondary set here, they can also use that too.  Currently monster skillset names appear as blank under the act screen (not sure if there's a fix to that).

After reading this I have a theory, but I've not tested it yet.

If you open FFTacText, select "Skillset Descriptions", towards the bottom you'll find monster skillsets (entry 176+). I'm fairly certain that if you place text for them, their skillset will appear as something other than a blank selectable in the menu. However, another issue seems to be present even if that works. The monster skillset entries only go from Chocobo through Vampire, so unless some of the many blank entries route to other monsters, I'm not sure how to assign them descriptions.
4
Help! / Re: PSX / PSP Version confusion
August 23, 2016, 06:28:18 pm
Having read the link Elric posted, there feels a hint of hostility involved with that patch. I'm not really up on the social scene of FFHacktics, so is there a a reason that discussing that mod is so frowned upon, or was it just that people kept asking mechanical questions about that mod incessantly?  :?
5
Help! / Re: Confusion with Dash/Throw Stone
August 22, 2016, 09:05:34 pm
Something a bit weird happened. I think that the skill critically hit and pushed an enemy, and then also pushed an enemy via the skill itself. It pushed this squire two spaces, into an already occupied space. While the two units were sharing a space, only the most recent to arrive there (the red panther) was able to be selected (such as when checking status, or aiming) but both units were subject to any attack or ability to occur in the space, and they died in the same space as well.

Check out this weird screencap.
6
Help! / Re: Confusion with Dash/Throw Stone
August 22, 2016, 05:38:11 pm
Quote from: dw6561 on August 22, 2016, 03:06:54 pm
I noticed you have the Y value at 0, so its going Rdm(1...0) which I'm not sure how the game would handle that. What are the values that the skill is displaying?

Oh, that's probably an artifact from where I was trying different damage formulas (and none seemed to be working). In combat, the values the skill displays in the targeting menu seem correct for whatever damage formula was in place (for example, if I had it set to weapon formula, it had the same values as a normal attack). Just for some reason, it's not actually doing anything to the target.  :|

QuoteAlso, how much damage do you want the skill to do? The knockback is hardcoded into the damage formula, so I could probably code a custom formula that gives weapon damage + 100% knockback or something.
That would be amazing, actually.  :D

Weapon Damage + knockback would be perfect (if it would be no extra trouble, being able to set the knockback % could be helpful for balance testing later), since the ability is intended to be a normal attack with a tactical gimmick.

Thanks so much.  :)

I probably need to learn how to create my own ASM hacks but I don't think I'm ready for that just yet. It might be something I'm going to need to do in the long run though.  :oops:

EDIT: But something concerns me. Since the skill seems to be failing to actually do something, whether I'm using the weapon damage formula or a different formula, I worry that it might not do anything even with a cool new formula.  :?

I'll keep fiddling with it and see if I can come up with anything in the meantime.  :)

EDIT 2: Okay, so today I got it working with some strange discoveries. It seems that it works 100% fine if you leave the animation effect the same. I have no idea why this is, but if the animation effect is not set to "09A Dash/Wing Attack" then the formula doesn't do anything on a melee attack, but seems to work fine with ranged attacks (tested with an X-Bow). Setting the animation back to "09A" allows it to function with melee AND ranged attacks.

I have no idea why this matters, but it's definitely the culprit. I noticed something was amiss when an NPC squire used the Dash skill with a melee weapon and it didn't do anything (but did not miss) but my x-bow worked. Before changing the animation, I had seen it work when the squires used the skill in a previous test. So I flipped the animation back to 09A and sure enough, melee weapons worked again and ranged weapons do to.

Weird.  :shock:
7
Help! / Confusion with Dash/Throw Stone
August 22, 2016, 07:47:43 am
So after a long hiatus (due to unrelated issues), I'm finally back working on my FFT mod with a lot of heavy changes planned, but I've hit a bump in the road and I can't seem to figure out the issue on my own.

I want to create a skill that has 100% knockback that otherwise functions like a normal attack. I applied the ASM hack for 100% knockback/throw stone, and altered some stats on Dash in FFT-P (changed to weapon strike, weapon range, animation to FFFF, made evade-able, made blade-graspable, made the range identical to other weapon range skills, and inconsequentially adjusted JP-cost down to 50):


(If the above image doesn't load, the direct link is here.)

I also changed the animations for the skill to mirror the animations for the "break" skills (such as speed break, head break, etc), so that it would otherwise seem like a normal weapon attack.

However, the skill doesn't do anything now. Irreverent of the damage formula, it deals no damage. It shows the amount of expected damage when you target a foe, as well as the % chance to hit, but when the skill goes off, it doesn't actually do anything to the target. Throw stone has been equally fruitless.

Anyone got any ideas?

8
Quote from: RavenOfRazgriz on August 10, 2012, 05:12:34 am
I figured the reason no one replied is that most people realized the flaws in the logic presented and just didn't feel it worth the effort to dissect and refute it.  That's the reason I never replied, anyway...

This is a little late but, could you elaborate on some of the flaws?

The reason I ask is because I too also see the magic scaling to be a bit iffy and would like something that produces a smoother progression rather than just creating bigger versions of spells, and a formula that progresses both base and multiplicative damage by MA seems like it would be a great idea. However, using FFTPatcher, I can't find any formula for this that...

1. Includes Faith in calculations (the closest I can find is formula 1F, but it deals increased damage for having lower faith).
2. There doesn't seem to be a formula that works for healing in the same way.

I'd like to look into this more but if I'm missing something that would make it a bad idea or fruitless, it would be great to know beforehand. Since you've got way more experience with FFT-modding, I'd really appreciate your thoughts on the matter.
9
Quote from: RavenOfRazgriz on April 30, 2014, 02:07:23 am
You can, but you also need to change the battle graphic via my workbook, and if you want Secret Hunt, it needs to stay using one of the [WEAPON] formulas and not an ability formula.  I completely rearranged all the equipment in Journey of the Five to manipulate how the game determines random equipment and there's no bugs like this, you just need to be thorough about it.  It's a royal pain in the ass but we have all the tools to reorganize all the weapon / shields / heads / armors / accessories to any order we want without restriction as long as we keep them in their own broad groups.

So wait, why is it that the guns I made seem to be working? They're properly showing up on classes with proficiency with them (like chemists) despite formerly being harps (my chemists definitely have no harp proficiencies) and yet they're spawning on NPCs and only NPCs with the proper proficiencies. I didn't do anything special to make this happen, so what's going on?
10
Quote from: Jack of All Trades on February 06, 2014, 07:03:56 am
Before I start testing. I need some help. How do I set the AI up for this? With Zombie being a debuff it originally has the flags target enemies and add status. Raise cancels status and targets allies. Berserk on the hand adds status but doesn't have either of the target flags. I'm getting the feeling that if I want Oracles raising their dead allies they won't be able to use the spell as a debuff on their enemies?


I'm not 100% sure, but I think if you select both "adds status" and "cancels status" the oracle will get the idea. The reason I say this is because of Frog. The black mage spell frog has both add and cancel status (in this case the status is frog). Neither target allies nor target enemies is set, but NPC mages will frog enemies and de-frog allies.

So I'm pretty sure that if you just set it to add "zombie" and cancel "dead", the AI will attempt to raise allies with it and debuff enemies with it. Alternatively, if that doesn't work, you might be able to make it a sort of pseudo-raise where you only target allies with it to get them to stand back up and fight some more. That said you might need to set it to restore a % of hit points, since I think simply removing Dead without restoring HP is just going to result in them dying again (since they're at 0 HP) or might cause an immortality bug (if the dead is triggered on falling to 0 HP and isn't triggered if you're already at 0 HP, that could make you immortal).

11
Quote from: Elric on April 28, 2014, 07:54:20 pm
Thank you for this, and welcome to FFH.

Thank you very much. ^_^

QuoteI have only 1 complaint, could you upload those images to somewhere other than imageshack?
It wants me to download the pic just to look at it :P  Much more user friendly to just like, tinypic or
even dropbox them and put them in spoilers.

Try it now and see if you like it. By default you could click the button next to Direct on the page it sent you to in order to view the file directly. I just changed it so that the URL link points directly to the image location, so the pictures (and only the pictures) open when you click on the images now. Try it and tell me if that's better. :)

QuoteThat aside, great job on this! It's awesome to see some more capable people around here.

Well thanks! I dunno how capable I am, but I owe it to you guys. I only found FFHacktics a few days ago. Anything I've done is purely because of how awesome everyone else here is.  :D

QuoteEDIT: Though I won't sticky this, since we end up with too many when I start doing that, I did add
it to the important links / tutorials index threads
Wow, thanks! Now I feel really proud.  :mrgreen:
12
PSX FFT Hacking / Re: Simple hardmode patch?
April 28, 2014, 07:50:13 pm
Quote from: Kaijyuu on April 28, 2014, 07:31:40 pm
Well if you do that'd be great, but yeah I'm not demanding anything. Thank you~
No problem. It's fun and it'd be good practice for my mod as well. I've currently been working on a project since I found this site a few days ago and I've got a friend of mine playtesting it for me. So far the feedback has been quite positive, though he is convinced that the Execution Site battle in Chapter II is impossible (I was watching him attempting it when he was on his laptop at my place and I'm pretty sure it's not impossible, he just needs a little more practice I think).

I'm not sure my patch is for everyone though. It changes a lot of stuff in the game. Knights and Archers are drastically different (Knights function more like Mustadio in that they deliver painful status ailments through weapons with good success rates; while archers essentially do not exist anymore, with everything about them changed to a new Beastmaster class which is a versatile support class that combines aspects of a mage and a martial, learns monster skills by experiencing them, and has innate train, secret hunt, and monster skill). Thieves got buffed in their steal rates in huge ways (a 60% chance to steal is about average) and take the knight's place as "the equipment removal guy", while also having innate Concentrate (making them reliable damage dealers). Mages got their spell list shaved and expanded at the same time. All the attack spells were split into a lesser and greater version (Fire 1 / Fire 2), and Earth, Wind, and Water spells were added to their arsenal (so now they really are the masters of elemental magics). They also have a AoE poison cloud, Frog, and Dark Holy (a darkness elemental originally used only by some NPCs). White Mages received a similar treatment (they have fewer spells but the ones they have are great at what they do).

Meanwhile, classes were made more versatile in equipment selection. Squires can equip shields, bows, and x-bows. Knights can equip bows, x-bows, and polearms. Beastmasters (archers) can equip swords and polearms. Monk can equip robes. Priests can equip rods and flails. Wizards can equip staffs. Time Mages can equip rods. Thieves can equip bows and x-bows. Geomancers can equip rods, staffs, flails, bows, and x-bows. Lancer can equip swords, knight swords, bows, and x-bows. Samurai can equip bows, x-bows, and polearms. Ninja can equip bows and x-bows.

The game feels both familiar and comfortable, but it's definitely a lot different from the original vanilla. Especially since a lot of story battles have NPCs who are given randomized gear, so you frequently find surprises like squires wielding bows/x-bows, or running into groups of knights and beastmasters wielding spears and shields.
13
QuoteI'll have to ask you to refrain from multiple posting, especially so much. This is not a high activity forum, and chances are, nobody will notice you made an edit. And if you're that worried about it, you can delete your old post and repost it with the new contents.
Yes ma'am. :)
EDIT: I'll go edit the thread title to [Solved] for people looking for more fur-shop stuff and start a new thread to explain the item swapping.

Quote from: Xifanie on April 28, 2014, 02:42:19 pm
I think the big issue comes from randomly generated characters and equipping your units in the formation.
If you turn ALL harps into guns, you can make it work out I'm pretty sure.
Setting a Harp's item type as Gun will not let you equip that harp gun on a chemist, for example.
Likewise, I'm pretty sure that units won't be generated with the harp guns.
But if all your harps become guns, just check Gun and Harp as equippable for every respective jobs along with your other edits, and I think it should be fine...

No problems there. They've been randomly generating fine. In Chapter 1 when I come across a Chemist in a random battle (I modified the ENTDs for Chapter 1 to add humanoid foes to most of the fights in Mandalia because it seems like the Death Corps moving around so much would mean skirmishes are common) they typically are using the one-handed pistol (though I've seen them use the 2 handed rifle as well), but it's usually the pistol. I've been very happy with how well the game handles random generation for equipment as I'm frequently encountering squires with bows, crossbows, and shields. Including in some of the story battles where during one playtest (when you rescue Algus at Mandalia) one of the squires whipped out an x-bow and shot one of my people with it. I was thrilled.  :mrgreen:

EDIT
Quote from: Xifanie on April 28, 2014, 02:42:19 pm
Setting a Harp's item type as Gun will not let you equip that harp gun on a chemist, for example.
Likewise, I'm pretty sure that units won't be generated with the harp guns.
But if all your harps become guns, just check Gun and Harp as equippable for every respective jobs along with your other edits, and I think it should be fine...

Wait a minute, are you sure? Because that's exactly what I did and it worked. All I did was change it to a gun and then chemists could use it and it showed up in stores with the gun symbol next to the item. See, here's some screenshots from FFT Patcher and my FFT Game.

FFT Patcher Adjustments


My Chemist Just After Dorter Trade City (used this weapon, formerly a harp, since just after first battle in Gariland)
14
PSX FFT Hacking / Re: Simple hardmode patch?
April 28, 2014, 07:10:22 pm
Oh I see. Well I can say firsthand that just having enemies using more abilities can change battles in big ways. Especially with their various support abilities thrown into the mix. That said, if ENTD differences are what you're looking for, then that could be a bit bigger. Hm, maybe sometime this week I can sit down and make a quick patch to shake up your game a bit. I could always use the practice, right?

No promises though. The future has a weird way of being so nebulous, so if I can find the time then I will. If not, maybe later.  :roll:

You never know though. Maybe someone will come along and drop off a patch for you that's everything you wanted. (^_^)
15
CONVERTING WEAPON CATEGORIES GUIDE v1.0
Special Thanks To
Xifanie, Raven, and everyone else at the FFHacktics forum, without whom non of this would have gotten this far.

Introduction
So you're starting in on your FFT patch. Ready to re-invent the wheel so to speak, and one of the first things you want to re-invent is weaponry. Final Fantasy Tactics has a lot of weapons but not all are created equal. In addition to imbalances between weapon types (the number of swords vs the number of almost anything else for example) there are quite a few weapons that nobody uses or cares about (such as cloths, harps, and dictionaries), and some items that are just silly or sexist (such as the handbag weapons only usable by females). Since increasing the number of items in the game isn't really possible with current hacking standards it makes perfect sense to try to shave off many of these underwhelming items in favor of more items that you actually want to use. This guide is intended to help you do just that with little to no problems.

What's This Guide For?
Xifanie pointed out a very irritating bug. While it seems very easy to use FFT Patcher to change weapon formulas (such as changing a gun's formula from WP*WP to WP*PA) it also makes that weapon incapable of being used to poach enemies with the secret hunt ability. Since many patchers are going to want to keep Secret Hunt as a mechanic, this is a bug that you'll want to dodge. Unfortunately when you are converting weapons from one type (such as harps) to another type (such as swords) you are going to need to change their damage formulas to make them consistent. That's what this guide is for. Showing you how to plan your changes in a way that will work.

What You'll Need


Let's Create Some New Items
Before we jump in and just begin randomly changing items around, we need to get a general idea of what we're changing and why. As a rule you are going to want the weapons you are converting to all convert to the same kind of weapon formula. For example, if you're going to convert Harps into new weapons, you will want all the weapons you make them into to share the same damage formula. So while converting harps to Swords and Crossbows (which both use WP * PA for damage) would be fine, converting Harps to Swords (WP*PA) and Bows ((PA+Sp)/2*WP) would cause inconsistency with your items.* This assumes the default weapon formulas. More on that later.

So as an example in this guide we're going to turn the vanilla Harps (Ramia Harp, Bloody Strings, and Fairy Harp) into new types of Guns (because there are very few normal guns in the game). Harps use the weapon formula (PA*MA)/2*WP, while Guns use the WP*WP formula.

Using FFT Patcher to Edit Our Items
Opening FFT Patcher and going to the Items tab we find a listing of all the different items in the game. Since we're changing Harps into Guns we're going to scroll down to item 5C (Ramia Harp), 5D (Bloody Strings), and 5E (Fairy Harp). Starting with the Ramia Harp, we see the following in the item menu.

  • Palette

  • Graphic

  • Enemy Level

  • Item Type

  • Item Attributes

  • Price

  • Shop Availability

  • A Box with Shops In It

  • Range

  • Formula

  • Weapon Power

  • Evade %

  • Inflict Status/Cast Spell

  • Elements (elemental checkboxes)

  • Window with checkboxes for weapon qualities


There are some other windows on the right-most side with some unknown values and/or item category type (such as Weapon, Shield, Etc). For this guide you really only need awareness of the above list of parameters.

Putting it Together
From here we are going to transform our Ramia Harp into a Pistol. We'll start by changing the weapon's sprite and palette. To know what your weapon will look like, we're going to look at the Item Sprite Palettes on the FFHacktrics site thanks to Nevarie. We pick a sprite ID and a palette color we like (in this case sprite 2D and Palette 0).

Palette & Sprite We set our Palette to 0 in FFT Patcher. We set Graphic to 2D. This changes the harp to look like the gun we want.
Next we set the Enemy Level. Enemy level determines at what level NPCs can be randomly generated with this item equipped. We want this gun to be for chemists in chapter 1 so let's set it to 2 for right now. * If you set it to 1, it could appear on the starting chemists in Gariland for your first battle.

Item Type Now set the Item Type to Gun. This tells the game that it's a gun. :roll:

Item Attributes We're going to leave the Item Attributes at 0 because this weapon isn't going to have any special powers.

Price Price is the amount of gil/gold that the item costs in shops. Let's set it to 500 for now.

Shop Availability We want the weapon available immediately so we set it to Chapter 1 - Start (you can select other milestones on other weapons).

In the shop window below availability are the towns and cities in FFT. Each checkbox shows where you will be able to buy the item when it becomes available. For this tutorial we're going to check Gariland Magic City so it can be purchased after the first battle, but you may want to place it in the trade and machine cities too at a later time.

Range is the weapon's range. In Vanilla the range of a firearm is 8 spaces so let's set it to 8 here as well. * Other ranges can be used as well for making guns with longer or shorter ranges.

Weapon Formula Do not touch the Weapon Formula. We'll handle that part with Raven's Item Worksheets and FFTorgASM. While changing the damage formula to WP*WP would make it deal damage like a gun it will cause the poaching bug so just leave it alone.  :|

We can set the weapon power to determine how strong the weapon is. For this tutorial we'll set the weapon power to 4. * Later the weapon will deal WP*WP = 16 dmg per shot.

Evade % This sets the weapon's evade % that's used with the Weapon Guard reactionary ability. We're going to leave this at 5%. * This is especially important if you use the Innate Weapon Guard ASM hack like I do

Inflict Status/Cast Spell We're leaving this at 0%.



OUR GUN IS ALMOST DONE
Our Ramia Harp is now a gun, with a nice sprite and palette, complete with range, power, and evade %. Unfortunately it's still using the wrong weapon formulas and in game it's still going to be called Ramia Harp when you press the Select button to get info on the item it still has the Ramia Harp descriptions. Don't worry, we're going to fix all of that!

Using Raven's Item Spreadsheets
Now we're going to change the weapon formulas for all harps to WP*WP like guns. Open Raven's Item Compilation.xls and go to the Weapon Formula tab. Here you will find a list of weapon types and some drop down boxes. Select the drop down box next to "Instrument" and change it to WP*WP. Then go over to the XML tab. Copy everything in that tab (press Ctrl+A to select all, then Ctrl+C to copy). Paste that into a notepad file and save it as x.xml where X is the name of your patch (such as test.xml). Make sure to save it in your FFT Patcher Suite directory (or move it there if you accidentally saved it somewhere else) so that FFTorgASM will find it.



Open FFTorgASM. Scroll down until you find the hack titled "Weapon Formula Edits". Check that hack and then patch your ISO.
Congratulations! Now the new guns you make (formerly harps) will use the WP*WP formula and will still be able to poach with Secret Hunt!  :D



Changing the Item Name and Description
Now you've got a 100% working gun. Now we want it to have a fitting in game name and description. For that we're going to use FFTacText. Using FFTacText, click ISO->Import PSX ISO. Select your ISO and give it a bit to load the game's text for editing. When it's done loading the next proceed to the next step.

Using the drop-down box at the top, select "Item Names". A list of the game's items, their numeric listing (not in Hexadecimal), their names, and on the far right there Text. The Text is what you're going to edit. For our purposes scroll down to Item 92 the Ramia Harp. Change the Text to "Flintlock Pistol". Done.

Now go back to the drop-down box and select "Item Descriptions". Again, scroll down until you find Item 92 the Ramia Harp. In the Text Box, edit the contents of that box to describe your new item. Here's a sample that you can use for reference.
QuoteSmall gunpowder weapon usable in one hand.{Newline}
{Color 08}Attack power{Color 00}:4  {Color 08}Evade{Color 00}:5%  {Color 08}Range{Color 00}:8 {Newline}
{Color 08}Mus inst:{Color 00} {Color 04}Sq {Color 00}Ch{Color 04} Kn Ar Mk Pr Wi TM Su Th{Newline}
{Color 00}Me{Color 04} Or Ge Ln Sm Nj Cl Bd Dc





YOU'RE DONE!




Now get out there and make more of the items you want to make!
:more: :wark:

EXTRA CREDIT
You may have noticed when I said "This assumes the default weapon formulas. More on that later". Well here's what I was talking about. When converting from one type of item to other types of items you need to be certain that all the items you're converting to share the same formula as the one you set in Raven's Workbooks.

For example, in this guide we made Harps use the same formulas as Guns (WP*WP). However, in my game Swords, Crossbows, Guns, and Axes all use WP*PA to determine their damage. So if I change Harps/Instruments to WP*PA then I could use them for any of these weapons because they all share a standardized formula in my patch. This means that if you want to get rid of a category of item (such as harp or bag) you can split them into weapon groups that share a formula.

For example, let's say I want to get rid of both instruments and cloth items (6 weapons total) but I want some 2 new Axes, 2 New Guns, and 1 New Sword, and 1 new Crossbow? Well since in my patch all of these weapons use WP*PA for damage, it doesn't matter if I turn some harps into axes and some into guns and some cloths into crossbows, swords, and axes. All of them will work because at the end they are still using the same damage formulas.  ;)

EDIT: Added some pictures to give a better idea of what you'll be looking at.
16
PSX FFT Hacking / Re: Fur Shop Before Chapter III?
April 28, 2014, 01:00:11 pm
Woo-hoo, scratch that! I got it working. Thanks for the help Xifanie. ^_^

Here's what you do. Leave the harp damage as normal weapon damage, change it to a gun, then use Raven's Spreadsheets to change the normal weapon damage of all harps to the damage formula you want (in my case, I'm turning Harps into weapons that use the PA*WP formula), then apply the ASM patch. Now you can leave the "harps" on their original [Weapon] formulas but change every other aspect about them (such as their type, sprites, etc). You'll still be able to use Secret Hunt.

In my previous post I thought this didn't work because I was using an item made from Bloody Strings. But it was my error because I changed to to formula 01 (the default for the Ramia Harp) without noticing that it uses the Absorb_HP [Weapon] formula by default. When I noticed my error, I corrected it, then tried again and voila! It works!

Thanks so much. (^_^)7

EDIT: Below is a simple guide for changing weapon types and making it work with Secret Hunt, for anyone else who has this problem.

Changing Weapons Without Poaching Bugs
1. What Items to Change Pick a type of weapon that you don't want in the game (such as Harps, Cloths, or Dictionaries).

2. Picking Your New Items Decide one what kind of weapons you will turn these into and what formulas you are going to be using for them. For example, if you want to turn all harps into swords, swords use a formula of WP*PA for damage. Meanwhile if you want to turn Dictionaries into Bows, bows use a formula of (PA+SP)/2*WP. Repeat as desired. The real trick is just making sure to remain consistent as you'll run into problems if you're planing to convert one item group into different items using different formulas. As long as they share the same formula you should be alright (such as swords and crossbows both using WP*PA).

3. Making the Changes Get Raven's Worksheets and the latest FFT Patcher Suite for FFTorgASM. Open Raven's Worksheets, go to the FDC's Weapon Formula tab. Change the type of items you chose to change in Step 1 (such as Harps) to the formula you wish your new items (in Step 2) to use. In this example we are making Swords (WP*PA) out of Harps ((PA*MA)/2*WP)), so we change the formula for Harps to WP*PA just like swords. Then go to the XML tab of the spreadsheet, press Ctrl+A to select everything, then Ctrl+C to copy all of it. Paste it into a notepad file and save it as "your patch name here.xml" in the same directory as FFTorgASM. Open FFTorgASM, find the patch entitled "Weapon Formula Edits" and select that one, then patch your ISO using the Patch ISO button (you'll need to select your ISO file).

You're Done!
Now your new items will use the correct formula and still be able to Poach!
17
PSX FFT Hacking / Re: Fur Shop Before Chapter III?
April 28, 2014, 12:37:13 pm
Hm, I just tested it and unfortunately it still breaks secret hunt, I think (unless I applied something wrong). Now I'm concerned, because now I wonder if Raven's weapon formula hacks will break secret hunt for all the weapons I change. That would be heartbreaking.  :cry:
18
PSX FFT Hacking / Re: Fur Shop Before Chapter III?
April 28, 2014, 12:21:05 pm
Very interesting indeed. Went and had a look and I have to say it was pretty funny watching my ninja take a shot and then slice somebody from half a mile away. However, that's a problem, so I'm going to remove two-swords from guns. I'm also very sad to find that I can't change X weapon type into Y weapon type and still have it usable for poaching. It was working great in literally every other way, but poaching is pretty important and that would be really random for the player.

I am now a sad panda.  :roll:

Thanks again for pointing those bugs out. Saved me a lot of time and twice the heartache. Especially since I'm probably going to tackle equipment changes in the near future. Here's a quick question though. If I use Raven's Spreadsheets to change the damage formulas for harps to what I wanted my guns to use, and then just left the formula in FFTPatcher to 01 Dmg_[Weapon] PE, would it still break Secret Hunt?
19
PSX FFT Hacking / Re: Fur Shop Before Chapter III?
April 28, 2014, 12:00:07 pm
Quote from: Xifanie on April 28, 2014, 07:54:44 am
Someone correct me if I'm wrong, but you cannot change an equipment type to another because of how the game was coded.

I'm guessing you used the 2D formula for WP*PA? Since it's an ability formula and not originally a weapon formula, it cannot trigger Secret Hunt poaching.

And I can't say I recommend dual guns... it would allow you to equip a gun and a sword, 2 weapons with completely different attack ranges, so only the first one is considered. I forgot which other bugs are involved


Ah, interesting. I'll test the secret hunt thing today. So far it's been working mostly without issue, but now I'm curious and want to go play around with the sword+gun thing. Initially I was going to use FFTPatcher to set the weapon properties manually, but later I opted for adjusting all gun-type weapons with Raven's Spreadsheets and I'm pretty sure that worked.

Thanks for the heads up. I might just make them all two-handed then. I think they'll still be worth it because 'dat range. :P
20
PSX FFT Hacking / Re: Fur Shop Before Chapter III?
April 28, 2014, 02:08:23 am
Quote from: Celdia on April 28, 2014, 01:45:51 am
With an approach like that, you will be forever welcome here. If only everyone that asked questions in here took this approach to new projects. I'm already hoping you're working on something you intend to release to the community for play when you're done with it now.
Thanks, I'm glad to hear it. And I'll definitely share it. Sharing is caring, right? I'm just getting it worked out.

I've been working on it for about five days in the evenings. Here's the changelog. Pretty much anything here is subject to change. For example, in version 7, monsters got overhauled in a huge way (still need to adjust the pig monsters and mind flayers), pretty much nullifying all the changes to them in previous versions.

== Version 0008 ==
Items
* Ether: Available from start.


== Version 0007 ==
JOB LEVEL CHANGES
* Thief Requires: Squire 2
* Samurai Requires: Knight 2/Monk 4/Thief 3/Lancer 2
* Ninja Requires: Knight 2/Monk 3/Thief 4/Geomancer 2
* Lancer Requires: Knight 2/Thief 2

RAMZA CHAPTER I&II: HPg = 10 (up from 11)

MONSTER UPDATES
* Monster Growths: In the process of adjusting growths to various monsters to both distinguish

them from one another, and to avoid certain abilities from being OP/UP.
* Monster Skills: Several monsters are being granted spells and other abilities which they can

use in addition to their usual abilities. Some are accessable only with Beastmaster support.
* BEHEMOTHS: Behemoth monsters have been made sturdier and their growths normalized. They now

resist all elements except Dark and Holy and have innate Defense Up, making them formidable

tanks, offsetting their fairly low movement speed.
* Chocobo: Added Raise 1 as Beastmaster ability.
* B-Choco: Added Dispel Magic as Beastmaster Ability.
* R-Choco: Added Moogle as Beastmaster ability.
* Goblins: Added Blind. Added Poison as Beastmaster ability.
* B-Gobin: Added Cure. Added Raise as Beastmaster ability.
* G-Gobin: Added Haste. Added Slow as Beastmaster ability.
* Bombs: Added Fire as Beastmaster ability.
* Panther: Added Heal. Added Float as Beastmaster ability.
* Cuar: Added Steal Life. Added Don't Move as Beastmaster ability.
* Vampire: Added Spell Absorb. Added Zombie as Beastmaster ability. Innate Undead added.

Immunity to Crystal and Treasure added.
* Skeleton: Added Aqua Soul and Aqua 1. Added Silence Song as Beastmaster ability.
* Bone Snatch: Added Wind Soul and Gust 1. Added Blind Rage as Beastmaster ability.
* Living Bone: Added Life Drain and Spell Absorb. Added Lich as Beastmaster ability.
* Ghoul: Added Quake 1. Added Quake 2 as Beastmaster ability.
* Gust: Added Zombie Touch and Gust 1. Added Gust 2 as Beastmaster ability.
* Revnant: Added Aqua 1. Added Aqua 2 as Beastmaster ability.
* Flotiball: Added Destroy Sanity. Added Confusion Song as Beastmaster ability.
* Ahriman: Added Destroy Voice. Added Silence Song as Beastmaster ability.
* Plague: Added Petrify as Beastmaster ability.
* Dryads: Added Innate Regen, Defense Up, and M. Def Up to Woodman, Dryad, and Taiju. Weak vs

Fire & Ice, Half Lightning & Wind, Absorb Earth & Water.
* Woodman: Added Wall as Beastmaster ability.
* Trent: Added Esuna as Beastmaster ability.
* Taiju: Added Raise as Beastmaster ability.
* Bull Demon: Added Gather Power and Throw Stone. Added Wave Fist as Beastmaster Ability.
* Minotaurus: Added Throw Stone. Added Earth Slash as Beastmaster ability.
* Sacred: Added Throw Stone. Added Chakra as Beastmaster ability.
* Dragon (Green, Blue, Red): Replaced Tail Slap with Bolt, Ice, and Fire 1 respectively.


ABILITY CHANGES
* Virtually all reaction/support/movement abilities cheapened by 1/2 or more.
* Head Break: Changed to Destroy Sanity (add Confusion)
* Armor Break: Changed to Destroy Mind Focus (add Berserk)
* Shield Break: Changed to Destroy Voice (add Silence)
* Weapon Break: Changed to Destroy Arm (add Don't Act)
* Magic Break: Changed to Destroy Leg (add Don't Move)
* Speed Break: Changed to Destroy Speed (add Slow)
* Power Break: Changed to Destroy Sight (add Darkness)
* Mind Break: Changed to Destroy Heart (add Death Sentence)
* GEOMANCY: Add +4 power to all Geomancy, reduced range by -1.
* Black Magic: Fire/Bolt/Ice 2 nerfed to (20*MA) from (24*MA).
* Black Magic: Aqua 1&2, Gust 1&2, and Quake 1&2 added sharing power with other elemental

spells.
* Steal: Steal Gil and EXP changed to Steal Life (HP) and Steal Magic (MP).

CLASS CHANGES
* Samurai: Added Bow, Crossbow, and Polearm proficiency.
* Samurai: HPx=100 (up from 75), MAx=128 (up from 90), Innate Two Hands
* Lancer: Added Bow, Crossbow, and Sword Proficiency.
* Ninja: Added Bow, and Crossbow proficiency.
* Monk: Added Robe proficiency.
* Priest: Added Flail and Rod proficiency.
* Wizard: Added Staff proficiency.
* Geomancer: Added Rod, Staff, and Flail proficiency.
* Knight: HPx = 140, PAx = 130


o=={=========> PLAYTEST NOTES (0006) <=========}==o
* Advancement is fairly smooth. More abilities need to be cheapened.
* Knight needs tweaking. Maybe better stats, more interesting powers.
* Black Mages are borderline OP (Ice 2 + Ice Rod = KO everything in chapter 1).
* Beastmasters (archers) need more tweaking for monster abilities.
* Consider nerfing polearms vs swords due to superior reach.
* Thieves are surprisingly awesome with bows due to innate concentrate.


== Version 0006 ==

MONSTER UPDATES
* CHOCOBO-- Added Choco Esuna, Choco Ball (BM)
* BOMB-- Added Flame Attack
* FLOATIBALL-- Added Look of Devil
* WOODMAN-- Added Protect Spirit, Calm Spirit, Life Spirit (BM)
* TRENT-- Added Protect Spirit, Calm Spirit
* TAIJU-- Replaced Protect Spirit with Life Spirit
* DRAGON-- Added Thunder Bracelet,
* BLUE DRAGON-- Added Tail Swing, Holy Bracelet (BM)
* RED DRAGON-- Added Tail Swing, Holy Bracelet (BM)
* TIAMAT-- Revised: Triple Attack, Triple Bracelet, Dark Whisper, Dark Holy (BM)
* HYUDRA-- Revised: Triple Attack, Triple Thunder, Bolt
* HYDRA-- Revised: Triple Attack, Triple Flame, Fire
* BEHEMOTH-- Revised: Stab Up, Sudden Cry, Giga Flare, Accumulate (BM)
* KING BEHEMOTH-- Revised: Stab Up, Sudden Cry, Hurricane, Accumulate (BM)
* DARK BEHEMOTH-- Revised: Stab Up, Sudden Cry, Ulmaguest, Accumulate (BM)
* GOBLIN-- Revised: Tackle, Eye Gouge, Goblin Punch, Mutilate (BM)
* BLACK GOBLIN-- Revised: Tackle, Eye Gouge, Turn Punch, Mutilate (BM)
* GOBBLEDEGUCK-- Revised: Tackle, Eye Gouge, Mutilate, Goblin Punch (BM)
* RED PANTHER-- Added: Cat Kick, Blaster (BM)
* VAMPIRE-- Replaced Poison Nail with Blood Suck, Poison Nail (BM)
* SKELETON-- Revised: Knife Hand, Thunder Soul, Wind Soul, Aqua Soul (BM)
* BONE SNATCH-- Revised: Knife Hand, Aqua Soul, Ice Soul, Wind Soul (BM)
* LIVING BONE-- Revised: Aqua Soul, Poison, Lich, Wind Soul (BM)

CLASS/MONSTER CHANGES
* Living Bone MP Multiplier = 100 (up from 3)
* Beastmaster (Archer) equips: sword, polearm. Innate: Monster Skill, Train, Secret Hunt
* Beastmaster (Archer) HPx = 120, MAg = 45, MAx = 110, Move 4
* Knight equips polearms.
* Chemist HPx = 90, MPg = 10, MPx = 100, PAg = 50, MAg = 45, MAx = 90
* Squire equips shield.


ABILITY CHANGES
* Squires: Gain JP-Up removed. Gain XP-Up removed. Support: Counter Tackle, Equip Axe.

Move/Jump +1. Move-Get XP, Move-Get Jp. JP Costs for skills reduced. Counter Tackle = 0 JP.
* Chemist: Potion/Pheonix Down = 0 JP. Other skills JP costs slashed.
* Priest: Most skills 1/2 JP. Cure & Cure 2 buffed. Raise, Raise 2, Reraise Buffed. Wall

replaced Protect & Shell, hit % buffed. Holy reduced to 30 MP and 35 PW. Other spells removed.
* Wizard: Most skills 1/2 JP. Elemental 1 & 2 spells buffed. Poison AoE 2, Vert 2, high

accuracy, only hits enemies. Frog accuracy buffed. Dark Holy added (35 PW, 30 MP). Other spells

removed.
* Knight: Most skills 1/2 JP. Accuracy for skills buffed slightly. Support: Counter added.
* Time Mage: Most skills 1/2 JP. Accuracy for some skills buffed slightly.
* Oracle: Most skills 1/2 JP. Accuracy for some skills buffed slightly.
* Summoner: Moogle buffed (20*MA healing). Shiva, Ifrit, Ramuh, Silf, and Titan set to (18*MA)

damage, cost/CT normalized. Fairy revives allies at 33%. Lich steals 33% HP. Odin, Bahamut,

Cyclops reduced MP cost, CT, and damage. Golem replaced with Midgard Swarm (20*MA damage, 20%

chance of poisoned frog status).
* Geomancer: Flood skills reduced to 50 JP each.
* Monk: Most skills 1/2 JP. Repeating fist changed to Wave Fist damage. Support: Counter

Removed. Hamedo cost slashed.
* Samurai: Two-handed 400 JP.
* Ninja: Two-Swords 400 JP.

EQUIPMENT CHANGES
* Javalin WP=6, Available: Start
* Shields: Most shields tweaked. Low-level shields especially better (at least 20% evasion).

ENCOUNTER CHANGES
* Mandalia Plains (West): Added Squire & Chemist (always), Added Knights (random)
* Mandalia Plains (North): Added 2 Squires (always)
* Mandalia Plains (South): Added 1 Squire (always), 2 squires (random), 3 beastmasters

(random), 1 dragon guest (random). Guest offers join up after fight.




== Version 0005 ==
Changed Charge Skillset to Beastmaster Skillset (needs FFTacText)
* Choco Ball, Choco Esuna, Self Destruct, Flame Attack, Mind Blast, Odd Soundwave, Aqua Soul,

Wind Soul, Drain Touch, Look of Devil, Bad Bracelet, Ice Bracelet, Fire Bracelet, Thunder

Bracelet, Life Spirit, and Magic Spirit actions.
* Dragon spirit, Arrow Guard, Equip Crossbow, Equip Spear, Train, and Secret Hunt

reaction/supports.
* Added Sword and Polearm proficiency to Archer.

Monster Ability Changes
* Leaf Dance, Protect Spirit, Calm Spirit, Life Spirit, and Magic Spirit have AoE 2, Vert 1,

and only affect enemies/allies respectively.
* Life Spirit increased to (6*MA) HP+, Magic Spirit increased to (3*MA) MP+.

== Version 0004 ==
Delita & Algus Changes
*Support/Reaction/Movement changed to match squire

== Version 0003 ==
General Class Changes
* Proficiency with bows added to Ramza (all chapters), Squires, Knights, Thieves, and

Geomancers

== Version 0002 ==
Ramza Changes
* Support/Reaction/Movement changed to match squire

Squire Changes
* Equip Axe Replaced by Move +1

== Version 0001 ==
Squire Changes
* Wish added
* Counter Tackle, Move +1, Defend, Monster Skill removed
* Counter, Gain EXP Up, Move-EXP Up, Move-JP Up added

Chemist Changes
* Equip Change, and Move-Find Item removed
* Distribute, Counter Tackle, Equip Gun added

Item Changes
* Ramania Harp changed to Flintlock Pistol (WP 6, Range 6, WP*PA Damage, 1 Handed, 2 Sword)
* Bloody Strings changed to Flintlock Rifle (WP 8, Range 8, WP*PA Damage, force 2 handed)